@Gig, remember to do the map testing with a vanilla folder! No texture packs or compatibility packs! Remember that this pack should work as it is in a vanilla folder!@Akom, I've finally got the chance to test your beta maps. Here're my thoughts. I'll edit for the other maps as well:

oa_akomdm1 - I like the layout. It's symmetric, yet it flows pretty good. I like also the thematic of the finished map. Very immersive. I really wish I could have that amount of imagination. As a criticism, what about clipping the tombs? Sometimes they stop the speed when you come from the upper ledges.

@Gig, remember to do the map testing with a vanilla folder! No texture packs or compatibility packs! Remember that this pack should work as it is in a vanilla folder!

I know. I was trying to find out if that pack may have been the one giving problems to Adriano.

By the way, I suppose various people use it. Maybe also quick tests with it may be useful.

« Last Edit: January 23, 2013, 03:36:22 pm by Gig »

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Oh no, this map is phone-unfriendly! Stuff that I dislike:Holes in the floorCatwalksSpiral staircase instead of jump padWater (or maybe lava)

Well, it's better than maps converted from Quake 1, at least I did not see narrow corridors and sharp corners.

The map is okay if played on PC, my complaints are only about playing on mobile devices.

About the spiral staircase, there will be other connections via teleporters and jumppads.About the water, it's just a small bit, there won't be any drowning. Think on the sewers in am_underworks2. Water is there so a powerful item could be placed there. I'm thinking RG or any powerup.

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"Detailed" is nice, but if it gets in the way of clarity, it ceases being a nice addition and becomes a problem. - TVTWant to contribute? Read this.

Then my onpy complaint is about the holes in the floor, they are to small to jump there from the first attempt, but easy to fall when you don't want that. Anyway, I should play the map to tell you exactly, maybe they are okay.

Okay, I've done three tests with oa_akomdm1, 2 and 3 with bots.Very nice! I like them!

In map 1 (crypt), there is a hole (too small to jump in it) under the quad, that you can use to shoot at who is taking the rocket launcher below (or vice versa, you can try shooting to a quad-camper above you). What about a grenade launcher (a proximity mines launcher would be too much, you say?) in the area (somewhere around that room, or in the near rooms), so one may have fun throwing grenades in the hole? Just an idea...

A thing I would suggest about the map 2 (the space one)... to have more action appening on the lower floor, I would make it possible to also reach the other platforms on the lower floor after you get the quad (and not the opposite)... PS: if possible, using accelerator pads, not teleports.

About the map 3 (the Egyptian one), I'm not sure if the current three bots (from skirmish menu) is the best number, or maybe one more of them may be good. What do you think about it? I don't know.

PS: I would like to see some of them available for Team Deathmatch mode. I don't know (or remember?) why, but only few OA default maps are listed for TDM (similar thing also in Q3, IIRC).

« Last Edit: January 25, 2013, 07:49:33 am by Gig »

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I never want to be aggressive, offensive or ironic with my posts. If you find something offending in my posts, read them again searching for a different mood there. If you still see something bad with them, please ask me infos. I can be wrong at times, but I never want to upset anyone.

oa_akomdm1 - I like the layout. It's symmetric, yet it flows pretty good. I like also the thematic of the finished map. Very immersive. I really wish I could have that amount of imagination. As a criticism, what about clipping the tombs? Sometimes they stop the speed when you come from the upper ledges.

I'll modify the mapWith your suggestion

@Gig: Answer me about the Title of the oa_akomdm4 question, just say yes or no

Quote from: Gig

In map 1 (crypt), there is a hole (too small to jump in it) under the quad, that you can use to shoot at who is taking the rocket launcher below (or vice versa, you can try shooting to a quad-camper above you). What about a grenade launcher (a proximity mines launcher would be too much, you say?) in the area (somewhere around that room, or in the near rooms), so one may have fun throwing grenades in the hole? Just an idea...

The grenade launcher is also present in the near room in the lower floor

Quote from: Gig

A thing I would suggest about the map 2 (the space one)... to have more action appening on the lower floor, I would make it possible to also reach the other platforms on the lower floor after you get the quad (and not the opposite)... PS: if possible, using accelerator pads, not teleports.

To do this i have to modify the gameplay, because i have made the lower floors to pick the rocket launcher and go in to the massacre on the upper floor !!

Quote from: Gig

About the map 3 (the Egyptian one), I'm not sure if the current three bots (from skirmish menu) is the best number, or maybe one more of them may be good. What do you think about it? I don't know.

If you click on the other bots options you will have more bots, no problem

About oa_akomdm4 I think i need some Space Textures, anyone can help me to find GPL'd space textures ?

What kind of specific textures you need? I might be able to pull something.

Some textures that remind Hyperblast original map of UT, or just (free) Space Textures.

Question: in this map i will cut off the gravity from 800/600 (default) to 200, but i'm not sure it's a god idea for gameplay...... i try to give you an "alpha" version asap to let you try yourself....

About the name: a name as "Gig's nightmare" would fit if I would really find the finished map hard: I cannot tell before trying it. Anyway, I think something more explaining the map itself would be better.Some tips: "Warp Space", "Galaxy Trek", "Space Transport", "2013 Space Odissey", "3013 Space Odissey", "Lightspeed Blood", "Lightspeed trip".

About gravity: maybe, when you will post the first beta, you may do two or three versions, with different gravity, so we may try what would better fit.Unluckily, I fear in id tech 3 we cannot have zones with different gravities like Unreal Tournament did, so we are forced to do one for everything.

LOW GRAVITY: DM-Hyperblast in Unreal Tournament had normal gravity inside the ship and low gravity outside,however, Vanilla Q3 does NOT support areas of low gravity so hyperblast-beta has none, and thus a jumpadhelps going from enviro to the area of the lighting gun. PAINKEEP ARENA however DOES support low gravityareas, so hyperblast-pka has gravity= 300 outside the ship and normal gravity (800) inside (thanksfor the tip Anthon), so if you wanna play with low grav you would need to d/l painkeep arena mod fromhttp://www.groundplan.com/pka/ and play the pka version (http://www.flu.stonks.com/hyperblast-pka.zip).

PS: http://www.painkeep.net seems to be still the MOD's official homepage. But Avira Antivir says it finds "JS/Redirector.HI.69" while surfing it. Do you think it may be a false positive? Or may them have been hacked?

« Last Edit: January 28, 2013, 10:52:51 am by Gig »

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I never want to be aggressive, offensive or ironic with my posts. If you find something offending in my posts, read them again searching for a different mood there. If you still see something bad with them, please ask me infos. I can be wrong at times, but I never want to upset anyone.

I thought Q3A already had a gravity value for worldspawn inherited from Q2?

Uh? Isn't that the option used normally to have a map use a gravity different than the default (800)? AFAIK, that affects the entire map... Do you want to say that there is a way to use it to create different zones with different gravity ("classic" example: normal gravity inside a space ship or space base, low gravity outside), like Unreal Tournament had? That would be great, but I fear it's not in VanillaQ3...

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I never want to be aggressive, offensive or ironic with my posts. If you find something offending in my posts, read them again searching for a different mood there. If you still see something bad with them, please ask me infos. I can be wrong at times, but I never want to upset anyone.

I thought Q3A already had a gravity value for worldspawn inherited from Q2?

Uh? Isn't that the option used normally to have a map use a gravity different than the default (800)? AFAIK, that affects the entire map... Do you want to say that there is a way to use it to create different zones with different gravity ("classic" example: normal gravity inside a space ship or space base, low gravity outside), like Unreal Tournament had? That would be great, but I fear it's not in VanillaQ3...

I thought Q3A already had a gravity value for worldspawn inherited from Q2?

Uh? Isn't that the option used normally to have a map use a gravity different than the default (800)? AFAIK, that affects the entire map... Do you want to say that there is a way to use it to create different zones with different gravity ("classic" example: normal gravity inside a space ship or space base, low gravity outside), like Unreal Tournament had? That would be great, but I fear it's not in VanillaQ3...

What Lei says is that the value for g_gravity (800) is inherited from Quake II.

It can be possible to give the entire map a set gravity, but not parts of it. And I'm afraid asking for support to that enters into NOTTODO territory.

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"Detailed" is nice, but if it gets in the way of clarity, it ceases being a nice addition and becomes a problem. - TVTWant to contribute? Read this.

OpenArena also did fix some of the original game limitations (e.g. by inventing "accurate" physics), and this may become one of them, IMHO(I repeat, it's just my opinion, I don't want to "force" anything/anyone).Anyway, I can guess it may be somehow border-line for NOTTODO territory, so I would like to know the opinion of Fromhell about that.

(PS: However, I think it's probable it will never be realized anyway due to the effort it would require... but dreaming does not cost anything! Who knows, maybe it's not so difficult do to as one might think... )

« Last Edit: January 29, 2013, 02:42:18 am by Gig »

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I never want to be aggressive, offensive or ironic with my posts. If you find something offending in my posts, read them again searching for a different mood there. If you still see something bad with them, please ask me infos. I can be wrong at times, but I never want to upset anyone.

a) I don't like that the skybox is like a hexahedron (cube), because it looks strange that in front/back of the spaceship is just a black rectangle black hole. If possible, try a similar skybox (red color):